/// <summary> /// Link an animation information to the root node of this task. /// See animationPlay() /// See animationStop() /// ? Rename as setAnimationSpline /// </summary> /// <param name="splineArray"></param> public void setAnimSpline(AnimSpline splineArray) { uint maxKeyCount = 0; for (int i = 0; i < splineArray.Splines.Count; ++i) { if (splineArray.Splines[i].KeyCount > maxKeyCount) { maxKeyCount = splineArray.Splines[i].KeyCount; } } if (CKLBUITask_setParamCount(CppObject, (uint)splineArray.Splines.Count, maxKeyCount)) { uint splineIndex = 0; for (int i = 0; i < splineArray.Splines.Count; ++i) { CKLBUITask_setTarget(CppObject, splineIndex, splineArray.Splines[i].TargetType); splineArray.Splines[i].addKeys(CppObject, splineIndex++); } CKLBUITask_generateAnimation(CppObject); } }
/// <summary> /// Link an animation information to the root node of this task. /// See animationPlay() /// See animationStop() /// ? Rename as setAnimationSpline /// </summary> /// <param name="splineArray"></param> public void setAnimSpline(AnimSpline splineArray) { uint maxKeyCount = 0; for(int i = 0; i < splineArray.Splines.Count; ++i) { if(splineArray.Splines[i].KeyCount > maxKeyCount) { maxKeyCount = splineArray.Splines[i].KeyCount; } } if(CKLBUITask_setParamCount(CppObject, (uint)splineArray.Splines.Count, maxKeyCount)) { uint splineIndex = 0; for(int i = 0; i < splineArray.Splines.Count; ++i) { CKLBUITask_setTarget(CppObject, splineIndex, splineArray.Splines[i].TargetType); splineArray.Splines[i].addKeys(CppObject, splineIndex++); } CKLBUITask_generateAnimation(CppObject); } }